Religious System based on Tenets

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zukodark

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There seems to be "debate" on religions going on. Most people seems to be mostly against it, but I thought it would be fun to come up with an idea I think could work. I don't really expect this to be part of the game at any points, but if I inspire something, that would just be great. Here it is. I do not actually believe religion needs to be in the game, but why not have fun theorizing?

A new species creation screen based around religions. You add here, from a mix of preset religions (including major Earth religions), the religions that are influential in your population. The maximum should be 6 or something. In addition, you would be able to create your religion(s). Each religion would have a number of "religious tenets" that is what is important in the religion. These traits could range would be anything related to religions, for example "doomsday", "meditation", "sacrifice" "heaven" and "priesthood". Either they would all have positives and negatives, or there could be some kind of point-buy system. I'd say a maximum of five, six or seven feats, depending on how it is balanced. What they worship is not what would be important, it is how they worship them, and what affects the lives of people. Some traits would be restricted by ethos.

Fanatic spiritualists will always have a religion, spiritualists almost always, neutrals sometimes, materialists uncommonly, and fanatic materialists would never worship anything. Spiritualist empires would always have to pick at least one religion at the start of the game, while fanatic materialists cannot choose any. The starting religions would be distributed as equally as possible between the pops, hopefully with a way to favor some religions over others. A religion without followers would not vanish, as minorities still worship them. The could return if pops turn spiritualist or if anything religions' influence wanes over a pop. Non-believers could gain a small boost to science, while spiritualists' happiness modifier would be replaced with a religion-spread modifier. This way it is probably mostly balanced. Fanatic spiritualists should also be hard to convert. In addition, xenophobes would be much less inclined to adopt alien beliefs, with the opposite being true for xenophiles.

Missionaries would be absent from the game, and religions would spread through pops' influence alone. Policies, treaties and possibly buildings could be quite influential on this. Some traits would favor/disfavor spread to other races. When new religions are founded (not sure when this would happen), either a random religion is chosen, or the player get to choose one, or the player get to create one (or choose one if he so wish). There should probably be a separate list for this one, so you don't see Christianity probably popping up when it shouldn't.

To describe the list of religions better, this is how they would work in the case of AIs. Here, there are three options:
1. Each religion is set to which phenotypes can gain them, any restrictions by ethos is included, and also they are set to whether they are included from the start or if restricted to/from being founded later in the game. If no phenotype can gain them, only players might choose them. It would be a lot of work to gain a wide variety, but less weird names?
2. The AI religions (and yours if you want) would have randomized tenets, and a random name tied to the race name lists.
3. A combination of the two, with premade religions working like premade races; you may set them to spawn always (if you want to see a religion), sometimes or never.

The pros of this system are:
- Roleplaying potential, for those who want their actual religion(s) to matter.
- Many different types of religions.
- Many religious scenarios at start (one religion, many religions, no religions, major/minor religion, etc).
- New religions through the game.
- Atheism is not a religion.
- Not too much micromanagement, while players can still affect them.
- Not too human-centric.

The cons are:
- Not truly needed. The base game includes faith to the degree a space grand strategy game should. These would suit better to mods or optional DLCs.
- Lots of work to create.
- Lots of work to balance.
- Would not be good for gameplay. It is pretty hard to make a meaningful religions system that is both controllable and realistic.

Examples:
The Blorg Commonality has three religions, with some pops being irreligious due to being neutral on the spiritual/materialist ethos scale. The first, known as Friendism has these ethos, the second, known as Blorgism, has these ethos, and the third, known as the Church of Friendship, has these ethos.
The Widereth States is fanatic materialist, and has no religions.

Important
Thus, I conclude that this is the best system I can think of. As I said, more of an idea for a mod than being part of the game. Although I think this could lay the groundwork for an amazing DLC. I'd love if people actually gave me criticism based on my idea, rather than on whether religions should be in the game or not. We have a completely other thread for that.
 
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Kordishal

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I think the primary problem with this system is, that it badly scales with random generation. You would always have a fixed amount of religions to pick from. Otherwise our ideas are pretty similar.

Having several religions for the start is interesting, but not having some kind of mechanism to actively spread a religion would be bad. I think people will want to create some religious empire that spreads it religion to all corners of the world. Additionally it would make it hard to integrate other pops properly.
 
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Dr_Creeptor

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I agree with this, Religion will be a great way to add more conflict to the game, but also provide bonuses to the people worshiping it, such as increased happiness.
The best system with religion I would say, is Civilization. Specifically Civilization IV, where you can force religion unto your people, you can spread religion via priests and missionaries, and inquisitors can remove religion from a city.

Just replace these people with their "Space Equivalent" (Like the space Pope), and you're set to go.
 
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This is not uncool, and for a mod where everyone is religious it might be very cool. I can see it being enormously important in a Fading Suns mod.

However, remember that probably only about a third of all empires are going to be spiritual at all. As such, this is a system which needs to be implemented and tested exhaustively (and which every other system will need to be tested with to ensure that it doesn't cause weird buggy interactions with) but which is meaningless two-thirds of the time. That seems like a poor use of developer time.
 
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TheNitram

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I like the idea but on the scale of a galaxy i think relegions should fall into wide categories such as Benevolent Monotheism for example (our big monotheist religions would fall into this category). This way it could work pretty much like the choice of ethos. Of course you could rename your religion for RP purposes. Being an atheist could be one of those archetypes.
 

Dr_Creeptor

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This is not uncool, and for a mod where everyone is religious it might be very cool. I can see it being enormously important in a Fading Suns mod.

However, remember that probably only about a third of all empires are going to be spiritual at all. As such, this is a system which needs to be implemented and tested exhaustively (and which every other system will need to be tested with to ensure that it doesn't cause weird buggy interactions with) but which is meaningless two-thirds of the time. That seems like a poor use of developer time.
Yes, in hindsight, but as a DLC, well a year into the game, or leaving it in the hands of a modder, you'd do well.
 

EvilTom

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I thought the way the gods and kings update in Civilisation V did it was quite good. You built up enough "belief" points and got to start a basic pantheon and then it expanded from there. The religions weren't named and you could chose any symbol. It was a "create your own religion" style. I could imagine that religious centres would be brilliant for tourism depending on how many other pops worshiped your religion.

I don't know, but I don't believe that space faring civilisations will be overwhelmingly religious unless that religion was about exploring the galaxy and encouraged them to develop enough technology and scientific method to actually become a space faring race.
I can see how the majority of a population might be secular, whilst small groups of people would be religious, whilst even some religions might spring up after FTL has been used.

Another argument against religion is that (well we can only use humanity as an example) a single race may not be homogenous and worship the same religion so that would be difficult to show multiple religions within a population easily.
 
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SolarGuy

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Although it's 99% certain that this will never be in the game, a mod adding such a feature would certainly be interesting. This could also add some roleplay possibilities for AARs into the game, like "Hi, according to our religion your home star is going to devour the whole universe, so we have to exterminate it! But at first, let's just be rivals, okay? [Starts Rivalry]" with the answer being: "Well, our prophets say that puppies can't exist outside our homeworld. If you destroyed our home star - which we would be perfectly fine with if this wasn't the case - you would destroy all puppies. Puppies are holy to us, so you and your religion are an immediate threat to all of Puppykind! [Declares War]"
 
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I don't know, but I don't believe that space faring civilisations will be overwhelmingly religious unless that religion was about exploring the galaxy and encouraged them to develop enough technology and scientific method to actually become a space faring race.

I know some excellent scientists who are religious, some more so and some less so.

Religion has a funny way of being very malleable in the hands of its believers, so that it becomes "about" whatever they're doing. Christianity was originally a Greek / Jewish / Mithraic mashup practised by urbanites in the Eastern Mediterranean, but it adapted to the needs of peasantry, royalty, industrialisation and colonialism well enough. I wouldn't be surprised if when we went to space, Christianity became a spacefaring religion.

I know I'm all SJW-atheist-humourless about this a lot, but I see this as a great strength of religion and a reason to admire it: it evolves to meet the needs of its believers.
 
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Dr_Creeptor

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I thought the way the gods and kings update in Civilisation V did it was quite good. You built up enough "belief" points and got to start a basic pantheon and then it expanded from there. The religions weren't named and you could chose any symbol. It was a "create your own religion" style. I could imagine that religious centres would be brilliant for tourism depending on how many other pops worshiped your religion.

I don't know, but I don't believe that space faring civilisations will be overwhelmingly religious unless that religion was about exploring the galaxy and encouraged them to develop enough technology and scientific method to actually become a space faring race.
I can see how the majority of a population might be secular, whilst small groups of people would be religious, whilst even some religions might spring up after FTL has been used.

Another argument against religion is that (well we can only use humanity as an example) a single race may not be homogenous and worship the same religion so that would be difficult to show multiple religions within a population easily.
I want religions it work like Civilization V, but allow me to force religion unto a my people, and make the system so religion works like "Factions", that makes it manageable, or at least a but more possible to do. I guess from a game dev view, having 4 religions on 1 planet can be a bit hectic. But eh, I'm just the consumer.
 
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Smiles_

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I don't under stand why people feel like religion needs to be tacked onto this game
I think the idea of 'religion' more in the form of 'how' is more interesting than those also discussing religion in the form of 'what' in terms of actual beliefs. From the OP:

"What they worship is not what would be important, it is how they worship them, and what affects the lives of people."

It is an interesting take on setting something up. I suspect, over the life of the game, we will get some sort of DLC that expands the depth of ideologies, religions, philosophies, etc.


Smiles
 
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Perhaps it is better not to create religions but simply give POPs religious beliefs? I thought of adding 4 possible religious beliefs: monotheism, polytheism, philosophical beliefs and s secularism.
 
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praftd

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I know some excellent scientists who are religious, some more so and some less so. Religion has a funny way of being very malleable in the hands of its believers, so that it becomes "about" whatever they're doing. Christianity was originally a Greek / Jewish / Mithraic mashup practised by urbanites in the Eastern Mediterranean, but it adapted to the needs of peasantry, royalty, industrialisation and colonialism well enough. I wouldn't be surprised if when we went to space, Christianity became a spacefaring religion.

That's pretty debatable. There is a real trend where most scientists are irreligous or at the very least lax about it. There is also the trend that the more developed a nation is, the less religous it is. Even today we can see a fairly large decline.

I doubt regious would die out, but it would become extremely relaxed. I see like likelihood of a "spiritualist" civilization being very low.
 
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praftd

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I think the idea of 'religion' more in the form of 'how' is more interesting than those also discussing religion in the form of 'what' in terms of actual beliefs. From the OP:

"What they worship is not what would be important, it is how they worship them, and what affects the lives of people."

It is an interesting take on setting something up. I suspect, over the life of the game, we will get some sort of DLC that expands the depth of ideologies, religions, philosophies, etc.


Smiles

Considering that spiritualists are the only civs with any meaninful amount of religousness, any sort of system that involves spreading or containing religon would be extremely annoying.

Aside crom adding a handful of modifiers, I see nothing that this would add to the game other than being annoying where you'd constantly have to purge your religous civs if you don't want them.

If I'm not spiritualist, why should I be forced to deal with my pops turning religous? Why should I be forced to be a religous empire?

Civilization's system was awful because it forced you to be religious and the game just became trying to stop it from happening. You had to create your own religion just to stem the tide.

Plus it makes no sense. If I'm human, why would humans adopt a, say, slug species god and worship the "one true tentacle" or something?
 
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Sarog

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If I'm not spiritualist, why should I be forced to deal with my pops turning religous?

You're already going to be forced to deal with some of your pops turning spiritualist anyway. Being forced to deal with things happening in your empire is a rather unavoidable part of the experience.

Plus it makes no sense. If I'm human, why would humans adopt a, say, slug species god and worship the "one true tentacle" or something?

If the slug species made first contact tomorrow, there would be at least a million human converts of the one true tentacle by Friday.
 
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praftd

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You're already going to be forced to deal with some of your pops turning spiritualist anyway. Being forced to deal with things happening in your empire is a rather unavoidable part of the experience.

I can tolerate ethos change. I can't tolerate a ton of random religous sects spamming everywhere.

Unlike ethics, religion can be spread manually as people have suggested. And even if it couldn't, the entire purpose of it would be to spread. That isn't the main purpose of ethos. Two different things.

Religous spread on games like this is only fun for people doing the spreading. For everyone else it sucks.


If the slug species made first contact tomorrow, there would be at least a million human converts of the one true tentacle by Friday.

They would be worshipping the aliens themselves, not their religion. It is more likely they people wouldn't even understand their religion enough to follow it.

You shouldn't assume alien religions would even be remotely close to human ones. The whole religion could be dedicated to secreting slime; humans cannot do that.
 
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That's pretty debatable. There is a real trend where most scientists are irreligous or at the very least lax about it. There is also the trend that the more developed a nation is, the less religous it is. Even today we can see a fairly large decline.

I doubt regious would die out, but it would become extremely relaxed. I see like likelihood of a "spiritualist" civilization being very low.

I'd argue that humans are spiritualist in Stellaris terms: even though religion is losing its coercive power and people are no longer being taught it as unquestioned fact, doesn't mean that magical thinking and superstitious reasoning aren't something humans do a lot. We see patterns where none exist, which both helps us and hinders us. I'm a scientist and a godless person, but I still catch myself thinking in quasi-spiritual ways a lot. I doubt this will change unless humanity begins to change how our minds work (which is a possibility.)

I definitely agree that most scientists and most developed nations tend to have less "default" religion, but I think that's more a regression to the mean than a decay to zero. Religion has made comebacks in societies which tried to eradicate it, after all.

If the slug species made first contact tomorrow, there would be at least a million human converts of the one true tentacle by Friday.

Only by Friday? I'd better convert immediately and avoid the rush!
 
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Elderotter

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There seems to be "debate" on religions going on. Most people seems to be mostly against it, but I thought it would be fun to come up with an idea I think could work. I don't really expect to be part of the game at any points, but if I inspire something, that would just be great. Here it is.

A new species creation screen based around religions. You add here, from a mix of preset religions (including major Earth religions), the religions that are influential in your population. The maximum should be 6 or something. In addition, you would be able to create your religion(s). Each religion would have a number of "religious tenets" that is what is important in the religion. These traits could range would be anything related to religions, for example "doomsday", "meditation", "sacrifice" "heaven" and "priesthood". Either they would all have positives and negatives, or there could be some kind of point-buy system. I'd say a maximum of five, six or seven feats, depending on how it is balanced. What they worship is not what would be important, it is how they worship them, and what affects the lives of people. Some traits would be restricted by ethos.

Fanatic spiritualists will always have a religion, spiritualists almost always, neutrals sometimes, materialists uncommonly, and fanatic materialists would never worship anything. Spiritualist empires would always have to pick at least one religion at the start of the game, while fanatic materialists cannot choose any. The starting religions would be distributed as equally as possible between the pops, hopefully with a way to favor some religions over others. A religion without followers would not vanish, as minorities still worship them. The could return if pops turn spiritualist or if anything religions' influence wanes over a pop. Non-believers could gain a small boost to science, while spiritualists' happiness modifier would be replaced with a religion-spread modifier. This way it is probably mostly balanced. Fanatic spiritualists should also be hard to convert.

Missionaries would be absent from the game, and religions would spread through pops' influence alone. Policies, treaties and possibly buildings could be quite influential on this. Some traits would favor/disfavor spread to other races. When new religions are founded (not sure when this would happen), either a random religion is chosen, or the player get to choose one, or the player get to create one (or choose one if he so wish). There should probably be a separate list for this one, so you don't see Christianity probably popping up when it shouldn't.

To describe the list of religions better, this is how they would work in the case of AIs. Each religion is set to which phenotypes can gain them, any restrictions by ethos is included, and also they are set to whether they are included from the start or if restricted to/from being founded later in the game. If no phenotype can gain them, only players might choose them.

The pros of this system are:
- Many different types of religions.
- Many religious scenarios at start (one religion, many religions, no religions, major/minor religion, etc).
- New religions through the game.
- Atheism is not a religion.
- Not too much micromanagement, while players can still affect them.
- Not too human-centric.

The cons are:
- The base game includes faith to the degree a space game should. These would suit better to mods or optional DLCs.
- Lots of work to create.
- Lots of work to balance.
- Lots of work to create a suitable number of religions for all AI races. A modder could however gain lots of suggestions for religions if players actively helped giving ideas.

Thus, I conclude that this is the best system I can think of. As I said, more of an idea for a mod that being part of the game. Although I think this would be an amazing DLC.
I like the idea. As far as Christianity - it is one of a type called that I call "Martyr" based religions. So and so was a great Prophet who died for our sins. That could be worked in, so that Christianity would be there in spirit if not name(note I am not someone who would resent Christianity not being included so that I could play a crusading empire but I am sure there are some who might. Now as far as Fanatic Materialists - they could worship Science. However, I think this is a good idea. Religion does play various parts in Science-Fiction and so should be in, but it is difficult to just pop Religions into a game about the Future and also about Alien races where we know nothing about the potentials of what they might worship. Could the Fungi worship the Great Spore Spreader? Could Aquatic races view Heaven as the great Spawning ground? Hard to say. So the idea of basic building blocks(tenets) is great in my opinion.
 

Kayden_II

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The Following is only my Opinion:

"Religion" is More or Less the Faith, that One/More "Beings" (God/Gods) has/have created some Stuff, like the Space-Time and the Laws of Nature and the Matter-Energy (Humans for Example), whereas "Culture" is More or Less the Knowledge, that the created Stuff, like Humans, has created some other Stuff, like Languages or Musics or juristic Laws or Architectures ...

In primitive Civilisations, the "Religion" is More or Less the Center of their Life ...
But, Step by Step, in advanced Civilisations, the Faith ("Religion") vanishes - More and More - the Knowledge ("Culture") till to the Point, in Which the created Stuff, like Humans, thinks, that They are Gods, too ...

My Point is ...
We can have a "Religion" in historical Games with primitive Civilisations, like in Rome or CK or EU and barely in Games, like Victoria or HoI ...
But, I have big Problems, to have a forced "Religion" in a futuristic Game, like Stellaris.
 
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